prosperon/source/engine/gameobject.h

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#ifndef GAMEOBJECT_H
#define GAMEOBJECT_H
#include <stdio.h>
#include "mathc.h"
#include "transform.h"
#include "config.h"
#include <stdbool.h>
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#include <chipmunk/chipmunk.h>
#include "2dphysics.h"
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struct shader;
struct sprite;
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struct component;
struct editor {
mfloat_t color[3];
int id;
bool active;
bool prefabSync;
char mname[MAXNAME];
char *curPrefabPath;
char prefabName[MAXNAME];
char rootPrefabName[MAXNAME];
};
struct go_temp {
struct phys_cbs phys_cbs;
};
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struct gameobject {
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struct mTransform transform;
struct editor editor;
cpBodyType bodytype;
float scale;
float mass;
cpBody *body;
float f; /* friction */
float e; /* elasticity */
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struct component *components;
struct phys_cbs *cbs;
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};
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extern struct gameobject *gameobjects;
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struct gameobject *MakeGameobject();
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void init_gameobjects();
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void gameobject_delete(int id);
void clear_gameobjects();
int number_of_gameobjects();
void set_n_gameobjects(int n);
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void setup_model_transform(struct mTransform *t, struct shader *s, float scale);
void toggleprefab(struct gameobject *go);
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struct gameobject *get_gameobject_from_id(int id);
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int id_from_gameobject(struct gameobject *go);
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void gameobject_save(struct gameobject *go, FILE * file);
void gameobject_addcomponent(struct gameobject *go, struct component *c);
void gameobject_delcomponent(struct gameobject *go, int n);
void gameobject_loadcomponent(struct gameobject *go, int id);
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void gameobject_saveprefab(struct gameobject *go);
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int gameobject_makefromprefab(char *path);
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void gameobject_syncprefabs(char *revertPath);
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void gameobject_revertprefab(struct gameobject *go);
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void gameobject_init(struct gameobject *go, FILE * fprefab);
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void gameobject_move(struct gameobject *go, float xs, float ys);
void gameobject_rotate(struct gameobject *go, float as);
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void gameobject_setangle(struct gameobject *go, float angle);
void gameobject_setpos(struct gameobject *go, float x, float y);
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void gameobject_draw_debugs();
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void object_gui(struct gameobject *go);
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#endif